Enter() and Entered() did not work correctly for areas in all cases. Additionally, when an area was "bumped", the argument to the non-area Bump call was not the turf in that area that actually triggered the bump.

Numbered Steps to Reproduce Problem:
Moving from the North towards South, into an area with Entered(), it doesn't trigger, same for moving from East to West.
Projectiles seems to bug out as well, when they bump into something dense from North towards south and east towards west, it has a delay of 1 sec, this issue doesn't show up on South to North, West to East, for both entered() and projectile bump.

Expected Results:
Entered and projectile dense bump to be properly triggered, North to south, east to west.Actual Results:
North to south, east to west are broken.

When does the problem NOT occur?
Always occures.

Did the problem NOT occur in any earlier versions? If so, what was the last version that worked? (Visit http://www.byond.com/download/build to download old versions for testing.)

I would make a test case but for whatever reason 512.1437, all of the sudden Windows defender/Firewall and Malwarebytes Antivirus Malware, threat it's dreemseeker.exe as a high value ransomware of high caliber, can't do anything about it for now.

Something that was added to this update does not boat well with the security.

No, no projectiles that would be a bit more complicated for me to give you a test case, but i have a feeling all of this is connected to the changes you made to the Move(), another issue i found in one of my other project that uses click to move, path-finding is that when you go from A to B and finishes on B the dreamseeker completely freezes up,crashes. Issue is not there 512.1435 and lower, its just these 2 new updates that have brought a lot of issues.

The area fix appears to be pretty straightforward. However it's the only problem I can find: areas are not stopping movement when they should, and Bump() has the wrong argument. (I know that's two problems, but they're basically the same cause.) Neither of those would explain a crash.

Enter() and Entered() did not work correctly for areas in all cases. Additionally, when an area was "bumped", the argument to the non-area Bump call was not the turf in that area that actually triggered the bump.